This deck aims to activate Neeru Fireblade consistently on turn 7, or 6 with the coin, and then use Zephrys the Great for lethal burst after your opponent lets just a single wave of imps from the portal Neeru Fireblade opens survive.
It only has 3 minions, Neeru Fireblade, Hemet, Jungle Hunter, and Zephrys the Great. This means that Free Admission will draw 2 of your 3 minions, with a 2/3 chance of drawing Hemet, Jungle Hunter even if all minions are in the deck. To increase the odds of having Hemet, Jungle Hunter played on turn 6 further, try to find Free Admission or Hemet, Jungle Hunter himself in the mulligan, and often even if you don't get Hemet, Jungle Hunter you will have another minion in hand drawn early one which means Free Admission will draw the 2 others. Hard mulligan for Free Admission or Hemet, Jungle Hunter but if you have a Free Admission in hand then keep any other minion in the mulligan since that Free Admission will be guaranteed to draw your other two minions for you. Overall, having a very low minion count helps a lot for consistency and helps get Neeru Fireblade active by turn 8 almost every game.
The goal is to play Hemet, Jungle Hunter on turn 6 which will destroy your deck except for Neeru Fireblade if you haven't drawn him yet and Impbalming. Then play Neeru Fireblade to open a portal that fills your board with 3/2 imps at the end of each of your turns. Finally, you have Zephrys the Great which can give you a lethal burst from even one wave or partial wave of imps that survives, usually from Bloodlust. He can be used flexibly for any situation such as using him for removal and then relying on the imp waves to win. Impbalming can delay fatigue for a while and allow you to have more imp waves before fatiguing. I initially tried Envoy Rustwix in this deck, however he turned out to be too slow against much of the wild meta and Zephrys the Great has been working a lot better with offering surprise lethals from just a single wave of imps that your opponent didn't clear due to not thinking it was lethal or not having a way to clear.
Other than the 3 minions, Free Admission to draw the minions, and Impbalming to delay fatigue damage, you have tons of spells that can keep the board clear so you can survive to the midgame and play Neeru Fireblade. One interaction to note is that your imps summoned from the portal are demons, so Demonwrath will only damage your opponent's minions. Also, after you play Hemet, Jungle Hunter, your spells that generate Soul Fragments will be almost guaranteed or in some cases guaranteed to heal you next turn or even the current turn if you draw a card after playing them.
Hope you enjoy this deck, and if anyone has any suggestions, comments, or questions about it comment below.